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Crafting Epic Multi-Stage Boss Fights for TTRPGs

If you’ve ever run a boss fight in a tabletop RPG and felt it didn’t live up to the hype, believe me—you’re not alone. I’ve planned for weeks to make the final showdown epic, only to have my players steamroll the boss in a couple of rounds or lose interest halfway through because it felt like “just another combat.” It can be soul-crushing. Boss fights are supposed to be these grand, nail-biting moments, but they can fall flat without the right structure.

Thankfully, I stumbled across a video from The DM Lair (linked below). It breaks down exactly how to run multi-stage boss fights that are exciting, memorable, and worthy of the big bad you’ve built up over your campaign.

Let’s dive in, shall we?


The Problem with Boss Fights

Before we talk solutions, let’s get real about the challenges. My biggest issue has always been pacing. I’d either design a boss so weak that the party crushed it before it had a chance to shine, or I’d make it so powerful that the players spent three hours chipping away at its health bar with no payoff. Sound familiar?

Another common pitfall: static encounters. If the fight takes place in one boring room with no changes, it can start to feel more like a grind than a climactic battle. And don’t even get me started on the time my players nuked my carefully crafted boss before it even acted. (RIP, Sereg. Defeated via Boop on the nose.)


What Makes a Great Multi-Stage Boss Fight?

Here’s where things get exciting. The key to a great boss fight is treating it like a story within the story. Think of your favorite movie battles: the hero doesn’t just trade punches with the villain. The stakes escalate. The environment shifts. The villain adapts. That’s exactly what you want to emulate in your games.

Here are some tips from The DM Lair that were a good reminder for me—and that I’m hoping my aged brain will retain for my next boss battle:

  • Add a Timer: Whether it’s a ritual about to be completed or a collapsing environment, giving players a sense of urgency changes everything. Suddenly, they’re not just trying to win; they’re trying to beat the clock.
  • Shake Up the Battlefield: Make the terrain dynamic! Maybe a bridge collapses, lava starts flowing, or new hazards appear. Keeping the environment interesting ensures the fight feels alive.
  • Include Minions: Don’t let your boss fight alone. Add waves of minions or lieutenants to keep the party busy and spread the action across all characters.
  • Evolve the Boss: Let the villain reveal new powers or tactics as the fight progresses. Keep your players guessing and adapting.
  • Roleplay the Boss: This was a big “aha” moment for me. Treat the boss like a character, not just a stat block. Show their confidence in the early stages, their anger as things go wrong, and their desperation when the tide turns. It makes the fight so much more personal.

Breaking It Down: The Stages

The video outlines four stages for a boss fight, and I’m hooked on this structure. Here’s the breakdown:

  1. Stage 1: Minions and Defense
    The boss hangs back, letting their underlings soften up the party. Maybe they’re preparing a ritual or taunting the heroes from a safe distance.
  2. Stage 2: Overconfidence
    The boss steps in, testing the waters with flashy but manageable attacks. Think of this as them showing off—players love a villain with a flair for drama.
  3. Stage 3: Adaptation and Anger
    Now the gloves come off. The boss starts using their strongest abilities, adapting to the party’s tactics, and showing why they’re the campaign’s big bad.
  4. Stage 4: Desperation
    When the boss is on the ropes, they get desperate. Maybe they transform into a monstrous new form, unleash a devastating ultimate ability, or even try to bargain. This stage should push the party to their limits.

Lessons Learned

One of the best takeaways for me was to tie these stages to the boss’s health or key events during the fight. For example, the battlefield might change when the boss drops to 50% health (Bloodied, to use a 4e parlance), or they might reveal a hidden ability after losing their minions. This approach keeps the players engaged and builds tension organically.

Another tip that’s been a lifesaver: foreshadow the mechanics. If your boss has a devastating ultimate ability, drop hints earlier in the campaign. That way, players feel rewarded for paying attention rather than blindsided.

And finally, don’t forget to design each stage so that different character types can shine. Maybe the rogue gets a chance to disarm traps in Stage 1, the barbarian holds off minions in Stage 2, and the wizard counters the boss’s ultimate move in Stage 4. Everyone gets their moment in the spotlight.


Your Next Boss Fight Awaits

Multi-stage boss fights take a little more planning, but the payoff is absolutely worth it. The next time your players face the big bad, they’ll remember it as an epic battle, not just another combat encounter.

Check out The DM Lair’s video for more insights (link below), and let me know in the comments if you’ve tried these strategies or if you have your own tips. Let’s make those bosses unforgettable!

(I still might use the kitten tarrasques, though.)

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I’ve been thinking about writing more often, so this might be the first of many posts—or maybe just a one-time thing. Who knows? I’m keeping it simple for now and seeing where it goes. Thanks for stopping by, and maybe we’ll be back here soon!